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I just tried it out in the vanilla game (ie Iron Front Liberation 1944 plus the D-Day DLC), placed a player unit, then an AI manned landing craft, named it boat and copied and pasted the exact line into the on act. field of the waypoint, then pressed preview and it worked.

Are you using Vanilla IFL or the A2 or A3 port? The method above works in the Vanilla version, but since I do not use the ported versions I cannot vouch for those.

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* due to the large number of objects (the obstacles) in the area AI crew of landing boats will get confused and take a long time deciding their path to the waypoint. To avoid them deciding to take a detour it is useful to cheat and use a setVelocity statement in the boat so it will already move in the right direction. In Vanilla IFL1944 it strangely enough took a negative value for the landing craft to go forward.

* an alternative to increased levels of damage tolerance one can also use the setCaptive statements, with the units in question considered neutral by AI till a certain point is reached after which their status is set to false. This avoids the suspension of disbelief breaking player experience of taking a direct 75mm PAK hit to the chest and continuing on without trouble.

Regards,

Sander

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That's excellent sander, cheers. My main consideration was lag, what with the amount of landing troops, inert units (corpses), the number of LCVP's involved, and of course the German troops ashore, I had expected to experience a more-or-less game-stopping lag.

I have experienced what you referred to as AI confusion.

In one mission I eventually gave up trying to get the crews off the landing craft and get ashore and recognise their way-points quickly enough for a realistic landing. And I eventually settled for them being ashore already, with the boats just nearby with dropped ramps on the shoreline.

That was for an IFA2 Mission and setVelocity I hadn't considered, thanks for that.

setCaptive I have been very wary of, since a bug emerged in ARMA 2 that left the unit affected completely unable to shed the status. ie you set a unit to setCaptive, and whatever you tried, that was how he remained.

Good thing you reminded me as it is very likely that has been ironed out and now it would be possible to; set this for a SIDE, and also specify an area (that would be the beach) that this would be safe to traverse, after which the status would be removed for ordinary combat. Thanks again.

This would be a particularly appropriate method to use as I had begun to look into how to create the withering cross-fire expected.

One effect I tried, which did work really well was placing charges in the shallows.

Placing these in the editor, without specifying an altitude would have them resting on the sea floor.

Triggered by LCVP's moving ashore [OnAct = explosivename setDamage 1;] the explosions in the water were excellent.

Also, a continuous barrage of AI heavy MG fire would (I'd suggest) best be done via a script, with playable units that needed to be protected from this fire.

The rest of the AI would be beach defence fodder, which is the effect I was aiming for. In a nutshell, a survivable but clearly devastating inferno.

I couldn't be sure, but I would expect that an AI gunfire script would recognise setCaptive status and you would get to the Bangalore's at the wire unscathed.